Tags
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Integrating Technology into Problem and Project Based Learning
Bordelon, K. (2016). Integrating Technology into Problem and Project Based Learning. In Proceedings of Global Learn-Global Conference on Learning and Technology (pp. 194-201). Limerick, Ireland: Association for the Advancement of Computing in Education (AACE).
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The paradoxical effectiveness of teacher/professor modeling technology use in the age of constructivism
Whittier, D. (2016). The paradoxical effectiveness of teacher/professor modeling technology use in the age of constructivism. In G. Chamblee & L. Langub (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 2434-2439). Savannah, GA, United States: Association for the Advancement of Computing in Education (AACE).
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Theoretical Basis for Using 21st Century Skills as a Foundation for a Textbook in Educational Technology
Lambert, J. (2015). Theoretical Basis for Using 21st Century Skills as a Foundation for a Textbook in Educational Technology. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 2437-2443). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
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Integrating Global Academic Essentials: Common Core, 21st Century Skills, and Technology
Bracey, P., Lee, S.J., Huang, K., Beriswill, J. & Sherman-Morris, K. (2015). Integrating Global Academic Essentials: Common Core, 21st Century Skills, and Technology. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 2896-2900). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
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Do You Want Your Students to Be Job-Ready with 21st Century Skills? Change Pedagogies: A Pedagogical Paradigm Shift from Vygotskyian Social Constructivism to Critical Thinking, Problem Solving and Siemens' Digital Connectivism
Kivunja, C. (2014). Do You Want Your Students to Be Job-Ready with 21st Century Skills? Change Pedagogies: A Pedagogical Paradigm Shift from Vygotskyian Social Constructivism to Critical Thinking, Problem Solving and Siemens' Digital Connectivism. International Journal of Higher Education, 3(3), 81-91.
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SCI Curriculum – Journey towards 21st Century Student Centric Learning with Google Chromebooks.
Chan, S. (2014). SCI Curriculum – Journey towards 21st Century Student Centric Learning with Google Chromebooks. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 1242-1250). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).
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Online Constructivism: Tools and Techniques for Student Engagement and Learning
Kosloski, M. & Carver, D. (2017). Online Constructivism: Tools and Techniques for Student Engagement and Learning. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 656-666). Austin, TX, United States: Association for the Advancement of Computing in Education (AACE).
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21st Century Pedagogy: Utilizing Simulations for Innovative Teaching
Coffman, T. & Klinger, M.B. (2014). 21st Century Pedagogy: Utilizing Simulations for Innovative Teaching. In M. Searson & M. Ochoa (Eds.), Proceedings of SITE 2014--Society for Information Technology & Teacher Education International Conference (pp. 1838-1841). Jacksonville, Florida, United States: Association for the Advancement of Computing in Education (AACE).
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Mashing Content, Information Literacy, and 21st Century Skills
Bordelon, K. (2015). Mashing Content, Information Literacy, and 21st Century Skills. In Proceedings of Global Learn Berlin 2015: Global Conference on Learning and Technology (pp. 390-395). Berlin, Germany: Association for the Advancement of Computing in Education (AACE).
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Transforming Pedagogies: Integrating 21st Century Skills and Web 2.0 Technology
Tucker, S.Y. (2014). Transforming Pedagogies: Integrating 21st Century Skills and Web 2.0 Technology. Turkish Online Journal of Distance Education, 15(1), 166-173.
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Gamification in a Social Learning Environment
Giannetto, D., Chao, J. & Fontana, A. (2013). Gamification in a Social Learning Environment. In E. Cohen & E. Boyd (Eds.), Proceedings of Proceedings of the Informing Science and Information Technology Education Conference 2013 (pp. 195-207). Informing Science Institute.
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A Collaborative Model for Ubiquitous Learning Environments
Barbosa, J., Barbosa, D. & Rabello, S. (2016). A Collaborative Model for Ubiquitous Learning Environments. International Journal on E-Learning, 15(1), 5-25. Waynesville, NC USA: Association for the Advancement of Computing in Education (AACE).
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Minding the Gap between Knowledge and Experience Using the Next Generation of eLearning Environments
Conley, Q. & Daniels, B. (2015). Minding the Gap between Knowledge and Experience Using the Next Generation of eLearning Environments. In Proceedings of E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 566-570). Kona, Hawaii, United States: Association for the Advancement of Computing in Education (AACE).
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Examining Self-regulated Learning in Post secondary Learners through Problem based Learning (PBL) and Game play
Najmi, A., Blackwell, D. & Warren, S.J. (2011). Examining Self-regulated Learning in Post secondary Learners through Problem based Learning (PBL) and Game play. In M. Koehler & P. Mishra (Eds.), Proceedings of SITE 2011--Society for Information Technology & Teacher Education International Conference (pp. 575-582). Nashville, Tennessee, USA: Association for the Advancement of Computing in Education (AACE).
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Gamification: Combining components and design to create more effective classroom experiences.
Moreau, N. & Dihel, L. (2016). Gamification: Combining components and design to create more effective classroom experiences. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 863-866). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE).
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Perceptions of Students for Gamification Approach: Kahoot as a Case Study
Bicen, H. & Kocakoyun, S. (2018). Perceptions of Students for Gamification Approach: Kahoot as a Case Study. International Journal of Emerging Technologies in Learning (iJET), 13(2), 72-93. Kassel, Germany: International Journal of Emerging Technology in Learning.
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Authentic Tasks, Group Work Roles and Gamification: Constructivist Strategies For Teaching and Learning Emancipated Students.
Gutiérrez, I., Castañeda, L. & Serrano, J.L. (2014). Authentic Tasks, Group Work Roles and Gamification: Constructivist Strategies For Teaching and Learning Emancipated Students. In J. Viteli & M. Leikomaa (Eds.), Proceedings of EdMedia 2014--World Conference on Educational Media and Technology (pp. 1567-1573). Tampere, Finland: Association for the Advancement of Computing in Education (AACE).
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Games that work - Increasing student engagement and learning in the classroom through gamification and games
Cronk, M. (2016). Games that work - Increasing student engagement and learning in the classroom through gamification and games. In Proceedings of EdMedia 2016--World Conference on Educational Media and Technology (pp. 1755-1762). Vancouver, BC, Canada: Association for the Advancement of Computing in Education (AACE).
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Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment
Measles, S. & Abu-Dawood, S. (2015). Gamification: Game –Based Methods and Strategies to Increase Engagement and Motivation within an eLearning Environment. In D. Rutledge & D. Slykhuis (Eds.), Proceedings of SITE 2015--Society for Information Technology & Teacher Education International Conference (pp. 809-814). Las Vegas, NV, United States: Association for the Advancement of Computing in Education (AACE).
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Exploring the Rules of the Game: Games in the Classroom, Game-Based Learning, Gamification, and Simulations
Willis, J., Greenhalgh, S., Nadolny, L., Liu, S., Aldemir, T., Rogers, S., Trevathan, M., Hopper, S. & Oliver, W. (2017). Exploring the Rules of the Game: Games in the Classroom, Game-Based Learning, Gamification, and Simulations. In P. Resta & S. Smith (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 475-480). Austin, TX, United States: Association for the Advancement of Computing in Education (AACE).